ENKER
Smash Journeyman
Hello Mega Ma(i)ns!
BOMB MAN, here! And I have a few things to say about this one move you've been sleeping on...MINE!
My buddy ENKER took a break from practicing his forms with his weird double ended spike thingy and made this video AND THIS EVEN BETTER BOMBTASTIC THREAD! LISTEN UP!!
https://www.youtube.com/watch?v=oFabmNf9Pxs
Sorry guys, I know Bomb Man is a little... In your face, shall we say. If you have any other techs to add, please comment! I'll make additions to the OP as this thread develops.
I. Intro
Hyper Bomb (HB) is all about area control. It's slow moving hitbox allows Mega to move with it and make two attacks at the same time. I feel it allows us to do so in a way Metal Blade and Shadow Blade cannot. I'm not saying HB is always better, but it definitely deserves enough notice to appear in our Official Customs set!
II. Grabbing Hyper Bomb as an item
Grabbing Hyper Bomb as an item is only a little bit more technical than grabbing Metal Blade.
Method 1: Jump>Hyper Bomb aimed down>land>A to catch. I think this is the fastest way to get Hyper Bomb as an item. You can also: Jump>Hyper Bomb aimed down>land>SH aerial to catch it while doing Nairs, Fairs, Bairs, etc.
III. Z-Dropping
As an item Hyper Bomb can be used with Z-drops in a similar manner to how Metal Blade is used!
Invinci-Bombs>aerials are all viable combos.
Unlike with Metal Blade, where usually we Jump off stage>Z-drop>DJ>Dair, with Hyper Bomb we can instead Grounded Hyper Bomb from stage>Jump off stage>Dair, thus potentially saving a DJ. Just like with Z-dropping a Metal Blade, an opponent can air dodge this neutral Hyper Bomb and then we can punish it, except after a single jump only! It's all thanks to the arc and speed Hyper Bomb travels in.
IV. Combos
Item HB Combos:
Item Hyper Bomb has less IASA frames than normal Hyper Bomb and thanks to it's tactful low speed when thrown it can combo into many attacks! I've found that these combos work at pretty much all percents as long as the Hyper Bomb doesn't straight up KO before you can fire off the second attack.
Introducing "Da Bomb!" (I grew up in the 90's, deal with it)
https://vine.co/v/iaXwauaHOHI
***Z-drop HB>FF>Utilt: True combo according to Training Mode. :D***
Down throw Item HB>aerial>Catch HB: When you throw an Item HB downward it "bounces" in the air allowing it to easily be catched with a aerial. While the HB is "bouncing" it is an active hitbox. Definitely interesting! I need to play more with this. Thanks @ ChopperDave for mentioning this!
HB Combos:
Normal throw Item HB>Dash>Utilt/Dtilt/Usmash/Bair/Fair/Nair: True combos! Jumping forward while tossing item HB makes the timing of these easier!
***Jump>Hyper Bomb aimed down>Pull away from opponent>Follow Up: Good at spacing and setting up follow ups. If the opponent shield's, dash grab! You can also dash grab against certain smash because Hyper Bomb is beefy enough to clang with certain smashes!! This requires more testing, but in the video you can see it working against Zero Suit's Fsmash. (This is my favorite tech with HB so far.)***
Jump>Hyper Bomb aimed down>Pull away from opponent>Dtilt: Another true combo!
V. Defense
Grounded Hyper Bomb aimed down: Shield! It eats projectiles and clanks with some smashes! We should find out which attacks it works well against!
Aerial Hyper Bomb aimed down>follow it vertically downward letting it be a hit box wall in front of you! This can cover your landing and potentially if it hits, open you up to a follow up!
VI. Attacking twice at once covering large amounts of ground
Since Hyper Bomb is slow, Mega can throw it at the ledge, run to where an opponent would roll to, and Dsmash or Usmash! The smash can practically come out at the same time as HB explodes allowing us to attack the ledge and punish ledge rolls at the same time! I think this is really cool.
This idea can be used anywhere on stage, let your bomb land somewhere and attack next to its hitbox with a Dsmash or Usmash to punish rollers, etc. I know we can do this with other moves, but Hyper Bomb's speed makes doing so with it easy!
VII. Hyper Bomb's Low Speed
The biggest complaints about HB are its low speed and how it can be easily telegraphed. But, if you think about it, we can use that to our advantage. We should use HB to condition our opponents to in react certain ways. Against HB, opponents can easily be led into a false sense of security as they think they'll easily out maneuver it; so use the same tech twice or more and then the next time you start the tech, switch it up mid tech to throw them off!
In general, HB forces us to think ahead a little bit more than Metal Blade. If you learn about your opponent then HB can be a great slow punish. :D
BOMB MAN, here! And I have a few things to say about this one move you've been sleeping on...MINE!
My buddy ENKER took a break from practicing his forms with his weird double ended spike thingy and made this video AND THIS EVEN BETTER BOMBTASTIC THREAD! LISTEN UP!!
https://www.youtube.com/watch?v=oFabmNf9Pxs
Sorry guys, I know Bomb Man is a little... In your face, shall we say. If you have any other techs to add, please comment! I'll make additions to the OP as this thread develops.
I. Intro
Hyper Bomb (HB) is all about area control. It's slow moving hitbox allows Mega to move with it and make two attacks at the same time. I feel it allows us to do so in a way Metal Blade and Shadow Blade cannot. I'm not saying HB is always better, but it definitely deserves enough notice to appear in our Official Customs set!
II. Grabbing Hyper Bomb as an item
Grabbing Hyper Bomb as an item is only a little bit more technical than grabbing Metal Blade.
Method 1: Jump>Hyper Bomb aimed down>land>A to catch. I think this is the fastest way to get Hyper Bomb as an item. You can also: Jump>Hyper Bomb aimed down>land>SH aerial to catch it while doing Nairs, Fairs, Bairs, etc.
III. Z-Dropping
As an item Hyper Bomb can be used with Z-drops in a similar manner to how Metal Blade is used!
Invinci-Bombs>aerials are all viable combos.
Unlike with Metal Blade, where usually we Jump off stage>Z-drop>DJ>Dair, with Hyper Bomb we can instead Grounded Hyper Bomb from stage>Jump off stage>Dair, thus potentially saving a DJ. Just like with Z-dropping a Metal Blade, an opponent can air dodge this neutral Hyper Bomb and then we can punish it, except after a single jump only! It's all thanks to the arc and speed Hyper Bomb travels in.
IV. Combos
Item HB Combos:
Item Hyper Bomb has less IASA frames than normal Hyper Bomb and thanks to it's tactful low speed when thrown it can combo into many attacks! I've found that these combos work at pretty much all percents as long as the Hyper Bomb doesn't straight up KO before you can fire off the second attack.
Introducing "Da Bomb!" (I grew up in the 90's, deal with it)
https://vine.co/v/iaXwauaHOHI
***Z-drop HB>FF>Utilt: True combo according to Training Mode. :D***
Down throw Item HB>aerial>Catch HB: When you throw an Item HB downward it "bounces" in the air allowing it to easily be catched with a aerial. While the HB is "bouncing" it is an active hitbox. Definitely interesting! I need to play more with this. Thanks @ ChopperDave for mentioning this!
HB Combos:
Normal throw Item HB>Dash>Utilt/Dtilt/Usmash/Bair/Fair/Nair: True combos! Jumping forward while tossing item HB makes the timing of these easier!
***Jump>Hyper Bomb aimed down>Pull away from opponent>Follow Up: Good at spacing and setting up follow ups. If the opponent shield's, dash grab! You can also dash grab against certain smash because Hyper Bomb is beefy enough to clang with certain smashes!! This requires more testing, but in the video you can see it working against Zero Suit's Fsmash. (This is my favorite tech with HB so far.)***
Jump>Hyper Bomb aimed down>Pull away from opponent>Dtilt: Another true combo!
V. Defense
Grounded Hyper Bomb aimed down: Shield! It eats projectiles and clanks with some smashes! We should find out which attacks it works well against!
Aerial Hyper Bomb aimed down>follow it vertically downward letting it be a hit box wall in front of you! This can cover your landing and potentially if it hits, open you up to a follow up!
VI. Attacking twice at once covering large amounts of ground
Since Hyper Bomb is slow, Mega can throw it at the ledge, run to where an opponent would roll to, and Dsmash or Usmash! The smash can practically come out at the same time as HB explodes allowing us to attack the ledge and punish ledge rolls at the same time! I think this is really cool.
This idea can be used anywhere on stage, let your bomb land somewhere and attack next to its hitbox with a Dsmash or Usmash to punish rollers, etc. I know we can do this with other moves, but Hyper Bomb's speed makes doing so with it easy!
VII. Hyper Bomb's Low Speed
The biggest complaints about HB are its low speed and how it can be easily telegraphed. But, if you think about it, we can use that to our advantage. We should use HB to condition our opponents to in react certain ways. Against HB, opponents can easily be led into a false sense of security as they think they'll easily out maneuver it; so use the same tech twice or more and then the next time you start the tech, switch it up mid tech to throw them off!
In general, HB forces us to think ahead a little bit more than Metal Blade. If you learn about your opponent then HB can be a great slow punish. :D
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